Archive case / 005
Paper2D
A Blueprint-first 2D action prototype validating modular combat, inventory, world interaction, and PaperZD animation hooks.
Playable prototype
Unreal Engine 5.3 / Blueprints / Paper2D / PaperZD
Engineering question
Can a Blueprint-first 2D prototype keep combat, inventory, input, and animation modular as the gameplay slice grows?
Focus
- Combat contracts
- Inventory
- Enhanced Input
The technical question
What was being tested
Can a Blueprint-first 2D prototype keep combat, inventory, input, and animation modular as the gameplay slice grows?
Implementation notes
What I built
- 01
Combat contract
A Blueprint interface separates damage interactions from individual character implementations and keeps feedback decoupled.
- 02
Input boundary
Enhanced Input actions keep movement, attack, roll, interaction, and inventory explicit and remapping-ready.
- 03
Inventory layer
A dedicated inventory component and item structure keep item data separate from the inventory UI.
System map
The working path
A compact model of the relationships this experiment was designed to make explicit.
01
Paper map
02
PlayerController input
03
Combat / inventory / interaction
04
Animation and UI feedback
Evidence and limits
What this proves
The capture demonstrates player combat, inventory interaction, and traversal in the prototype slice.
This is a Blueprint-first prototype. Its evidence supports modular system boundaries, not a completed production vertical slice or multiplayer readiness.
Next iteration
Formalize combat and movement states, document the Blueprint contracts, and add content-validation utilities.